native LookupActivity(id, act);
native LookupSequence(id, szAnim[]);
native PlayAnimation(id, szAnim[]);
native ResetSequence(id);

enum _:PLAYER_ANIM
{
	PLAYER_IDLE = 0,
	PLAYER_WALK,
	PLAYER_JUMP,
	PLAYER_SUPERJUMP,
	PLAYER_DIE,
	PLAYER_ATTACK1,
	PLAYER_ATTACK2,
	PLAYER_FLINCH,
	PLAYER_LARGE_FLINCH,
	PLAYER_RELOAD,
	PLAYER_HOLDBOMB
}

enum _:Activitys
{
	ACT_RESET = 0,
	ACT_IDLE,
	ACT_GUARD,
	ACT_WALK,
	ACT_RUN,
	ACT_FLY,
	ACT_SWIM,
	ACT_HOP,
	ACT_LEAP,
	ACT_FALL,
	ACT_LAND,
	ACT_STRAFE_LEFT,
	ACT_STRAFE_RIGHT,
	ACT_ROLL_LEFT,
	ACT_ROLL_RIGHT,
	ACT_TURN_LEFT,
	ACT_TURN_RIGHT,
	ACT_CROUCH,
	ACT_CROUCHIDLE,
	ACT_STAND,
	ACT_USE,
	ACT_SIGNAL1,
	ACT_SIGNAL2,
	ACT_SIGNAL3,
	ACT_TWITCH,
	ACT_COWER,
	ACT_SMALL_FLINCH,
	ACT_BIG_FLINCH,
	ACT_RANGE_ATTACK1,
	ACT_RANGE_ATTACK2,
	ACT_MELEE_ATTACK1,
	ACT_MELEE_ATTACK2,
	ACT_RELOAD,
	ACT_ARM,
	ACT_DISARM,
	ACT_EAT,
	ACT_DIESIMPLE,
	ACT_DIEBACKWARD,
	ACT_DIEFORWARD,
	ACT_DIEVIOLENT,
	ACT_BARNACLE_HIT,
	ACT_BARNACLE_PULL,
	ACT_BARNACLE_CHOMP,
	ACT_BARNACLE_CHEW,
	ACT_SLEEP,
	ACT_INSPECT_FLOOR,
	ACT_INSPECT_WALL,
	ACT_IDLE_ANGRY,
	ACT_WALK_HURT,
	ACT_RUN_HURT,
	ACT_HOVER,
	ACT_GLIDE,
	ACT_FLY_LEFT,
	ACT_FLY_RIGHT,
	ACT_DETECT_SCENT,
	ACT_SNIFF,
	ACT_BITE,
	ACT_THREAT_DISPLAY,
	ACT_FEAR_DISPLAY,
	ACT_EXCITED,
	ACT_SPECIAL_ATTACK1,
	ACT_SPECIAL_ATTACK2,
	ACT_COMBAT_IDLE,
	ACT_WALK_SCARED,
	ACT_RUN_SCARED,
	ACT_VICTORY_DANCE,
	ACT_DIE_HEADSHOT,
	ACT_DIE_CHESTSHOT,
	ACT_DIE_GUTSHOT,
	ACT_DIE_BACKSHOT,
	ACT_FLINCH_HEAD,
	ACT_FLINCH_CHEST,
	ACT_FLINCH_STOMACH,
	ACT_FLINCH_LEFTARM,
	ACT_FLINCH_RIGHTARM,
	ACT_FLINCH_LEFTLEG,
	ACT_FLINCH_RIGHTLEG,
	ACT_FLINCH,
	ACT_LARGE_FLINCH,
	ACT_HOLDBOMB,
	ACT_IDLE_FIDGET,
	ACT_IDLE_SCARED,
	ACT_IDLE_SCARED_FIDGET,
	ACT_FOLLOW_IDLE,
	ACT_FOLLOW_IDLE_FIDGET,
	ACT_FOLLOW_IDLE_SCARED,
	ACT_FOLLOW_IDLE_SCARED_FIDGET,
	ACT_CROUCH_IDLE,
	ACT_CROUCH_IDLE_FIDGET,
	ACT_CROUCH_IDLE_SCARED,
	ACT_CROUCH_IDLE_SCARED_FIDGET,
	ACT_CROUCH_WALK,
	ACT_CROUCH_WALK_SCARED,
	ACT_CROUCH_DIE,
	ACT_WALK_BACK,
	ACT_IDLE_SNEAKY,
	ACT_IDLE_SNEAKY_FIDGET,
	ACT_WALK_SNEAKY,
	ACT_WAVE,
	ACT_YES,
	ACT_NO
}

enum _:HITGROUP
{
	HITGROUP_GENERIC = 0,
	HITGROUP_HEAD,
	HITGROUP_CHEST,
	HITGROUP_STOMACH,
	HITGROUP_LEFTARM,
	HITGROUP_RIGHTARM,
	HITGROUP_LEFTLEG,
	HITGROUP_RIGHTLEG,
	HITGROUP_SHIELD	
}
